﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class UIReward : MonoBehaviour
{
    Transform top, star, starBG, bg2, reward1, reward2, coin;
    Transform[] items = new Transform[5];

    private void Awake()
    {
        //top = transform.Find("Top");
        //star = transform.Find("Stars");
        //starBG = transform.Find("Sun_Shines_01");
        //coin = transform.Find("Coin_01");
        //bg2 = transform.Find("BG2");
        reward1 = transform.Find("Reward1");
        reward2 = transform.Find("Reward2");

        //for (int i = 0; i < 5; i++)
        //    items[i] = transform.Find("Items").GetChild(i);
        UGUIEventListener.Get(reward1.gameObject).onClick = (obj) =>
        {
            StepController.instance.RestartGame();
        };
        UGUIEventListener.Get(reward2.gameObject).onClick = (obj) =>
        {
            StepController.instance.RestartGame();
        };
    }

    private void Start()
    {
        HideAll();
    }

    public void Open()
    {
        //StartCoroutine(IEOpen());
    }

    IEnumerator IEOpen()
    {
        yield return null;
        //top.GetComponent<TweenAlpha>().enabled = true;
        //top.GetComponent<TweenAlpha>().PlayForward();
        //yield return new WaitForSeconds(0.3f);
        //starBG.gameObject.SetActive(true);
        //starBG.GetComponent<ParticleSystem>().Play();
        //for (int i = 0; i < 3; i++)
        //{
        //    star.GetChild(i).gameObject.SetActive(true);
        //    star.GetChild(i).GetComponent<ParticleSystem>().Play();
        //    yield return new WaitForSeconds(0.15f);
        //}
        //bg2.gameObject.SetActive(true);
        //for (int i = 0; i < 5; i++)
        //{
        //    items[i].gameObject.SetActive(true);
        //    yield return new WaitForSeconds(0.1f);
        //}
        //coin.gameObject.SetActive(true);
        //coin.GetComponent<ParticleSystem>().Play();
        //reward1.gameObject.SetActive(true);
        //reward2.gameObject.SetActive(true);
    }

    void HideAll()
    {
        //for (int i = 0; i < 3; i++)
        //    star.GetChild(i).gameObject.SetActive(false);
        //starBG.gameObject.SetActive(false);
        //bg2.gameObject.SetActive(false);
        //for (int i = 0; i < 5; i++)
        //    items[i].gameObject.SetActive(false);
        //coin.gameObject.SetActive(false);
        //reward1.gameObject.SetActive(false);
        //reward2.gameObject.SetActive(false);
    }
}